#version 420

const float PI = 3.1415926535897932;

// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
 
// Values that stay constant for the whole mesh.
uniform mat4 depthMVP;
 
void main()
{
 	vec4 v = vec4(vertexPosition_modelspace,1);
	gl_Position =  depthMVP * v;
}
